SolarLarceny/CrownedSun
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Back to [[SolarCharms/CrownedSunSolarLarceny/CrownedSun/CrownedSun]]'s charms.
Solar Larceny Charms by CrownedSun
Accomplice-Gathering Instinct</b>
<b>Cost: 2 motes Duration: Instant Type: Simple Minimum Larceny: 4 Minimum Essence: 2 Prerequisite Charms: Seasoned Criminal Method
The character with this charm is particularly gifted in recruiting assistants and aids for a given illegal task or crime, able to minimize the danger of relying on others by giving you an idea of how competent and trustworthy they actually are. The Exalt can activate this charm whenever he is actively in the presence of a potential partner by spending two motes and quietly observing the target for a few moments. He must have a specific crime or illegal operation in mind when he activates this charm, such as a jewel heist he's planning to pull off or a book-keeping operation for which he needs a man. The character gets one of four basic gut instincts for any given target: They are either Competent, Incompetent, Unreliable, or Treacherous. The best of the responces is Competent, which means the target is moderately trustworthy and able to fulfill the tasks you need him to perform. Incompetent targets are moderately trustworthy but best only trusted with easy or non-critical tasks. Unreliable targets are not good choices for some reason, while Treacherous targets actively have clear intention to betray the character in some fashion. This charm is not perfectly reliable, particularly in responce to chaotically shifting loyality, but it willl spot ringers and other common threats.
Perfect Crime Method
Cost: 6 motes, 1 willpower Duration: One task Type: Simple Minimum Larceny: 4 Minimum Essence: 3 Prerequisite Charms: Seasoned Criminal Method
The Solar utilizing this charm can plan and excute perfectly orchestrated plans, able to plan for every contigency and adapt his plans on the fly to unexpected situations. The Solars actions themselves are also enhanced, every task performed with flawless perfection, the character adding his Essence in automatic successes to any Larceny rolls he needs to make in the course of preparing for, planning or pulling off the crime. These successes can also add to other abilities, if the Storyteller believes they are suitably central to carrying out the charm. In no case can a roll not related to the crime in question be so enhanced. While most of the magic of this charm is concentrated on the Solar himself, any accomplices he might have add +1 dice to all appropriate rolls.
Any Investigations into the crime after the fact add the characters Essence rating to the difficulty of any appropriate rolls and such investigations take twice as long as normal. While heroic or Exalted seekers of justice might be able to untangle the web and follow it back toward the character, lesser investigators have no real hope of solving this puzzle.
Secure Essence Compartment</b>
<b>Cost: Varies Duration: One day Type: Simple Minimum Larceny: 3 Minimum Essence: 2 Prerequisite Charms: Flawless Pickpocket Technique
Piercing the boundary between space and Elsewhere, the character creates a small hidden storage space somewhere on his person. These hidden hiding places are nearly impossible for the unsuspecting to locate, and allow the character to hide various items on his person safely. The cost of the charm varies depending on the size of the space that the character creates, with larger pockets allowing him to hide larger items on his person. A small essence pocket, sufficient to carry small easily palmed items, costs 3 motes. The somewhat larger essence satchel allows you to hide various larger items, such as a dagger, some jewelry and maybe a number of coins and other small goods, costs 5 motes. Finally, an essence pack allows you to carry even fairly large items, such as personal weapons or nearly anything you could carry on your person, and costs 8 motes, 1 willpower.
Once created, the pack remains accessible for the rest of the day. The character can add items to his essence space with a free reflexive action that requires him to spend 1 mote, and remove a specific item from the pocket for the same cost. The character can also purposely end the charm, uncommiting the motes, in order to remove all of the items he is storing. If the character has time, he can activate this charm and hide away an item in the same simple action. These secure essence spaces are generally hard to locate, but are not completely safe from discovery. A charm-enhanced Investigation roll which achieves 10 successes can successfully discover that a character has a secure essence space and approximately how large, but not what items are hidden within. A magic-sensing charm such as All-Encompassing Sorcerer's Sight (or similar charms) provides more complete details.
Ideal Theft Prana</b>
<b>Cost: 12 motes, 1 willpower Duration: Indefinate Type: Simple Minimum Larceny: 5 Minimum Essence: 4 Prerequisite Charms: Secure Essence Compartment, Magpie's Invisible Talon
Sometimes it's decidedly impracticle to attempt to steal a given item, such as a two-ton statue of a Bull God that is under heavy guard. Even if you can get to it just how are you expected to get away with it? A character with this charm has one potential solution, able to shunt an item into Elsewhere, loosely tethering it to his own Essence pattern. This charm was responcible for some of the most daring thefts of the First Age, as it has no volume limit and can function on a item with a mass equal to one ton per point of permanent Essence. The Exalt must be looking at the item, and be within his Essence rating in yards. The item in question suddenly vanishes, leaving nothing behind. The magic is too powerful to directly hide the theft, so this disappearance is immediately obvious to anyone who was watching the item. However, nothing exists to tie the disappearance to the character except an extremely brief flash of his castemark (which requires seven successes on a Perception + Awareness roll unless the character was looking directly at the Solar's brow when the charm was used). The Solar may retrieve the item at any time by uncommiting the motes, though he must have room in which to deposit the item nearby (within Essence yards). The Solar is touching the item as it reappears.
ummm... No idea if this gets checked anymore, but couldn't Ideal theft prana have some pretty devastating combat potential? If I have a 3 ton statue intangibly stored at my fingertips, I just jump over somebody and uncommit essence and ruin their whole day... ~MessiahOfEndings
- As an ST, I would handle this charm one of two ways:
- If I have more than one Dawn caste, or in some other way lots of combat-focused characters, I wouldn't mind letting the sneaky thief type get away with dropping a huge statue on someone. Since there will be plenty of fighting, the Night with Larceny charms will need his own cool way to stunt and show off his shtick.
- If combat is less of a focus for most of the group, I'd have this charm make the object appear in the nearest safe, flat place. No reason to steal the thunder of my Dawn by letting non-combat abilities tread on his turf.
- Mind you, I lean towards the first way. The Age of Sorrows is a violent and dangerous time, and cool fight scenes are part and parcel. The vision of a night making the city gates disappear into his pocket, then later dropping them on his pursuers... is very cool in my mind. - IanPrice